#include "Heal.h"



void Heal::Initialize(int level)
{
	Heal::deleteLevel = level;
}

void Heal::Update(Player player)
{
	// check for four directions
	
	// check for right
	if (MyScene.blocks[MyCol + 1][MyRow].IsPowerActive() && MyScene.blocks[MyCol + 1][MyRow].GetActivePower().level <= deleteLevel)
	{
		//MyScene.blocks[MyCol + 1][MyRow].GetActivePower().Destroy();
	}
	// check for left
	else if (MyScene.blocks[MyCol - 1][MyRow].IsPowerActive() && MyScene.blocks[MyCol - 1][MyRow].GetActivePower().level <= deleteLevel)
	{
		//MyScene.blocks[MyCol - 1][MyRow].GetActivePower().Destroy();
	}
	else if (MyScene.blocks[MyCol][MyRow + 1].IsPowerActive() && MyScene.blocks[MyCol][MyRow + 1].GetActivePower().level <= deleteLevel)
	{
		//MyScene.blocks[MyCol][MyRow + 1].GetActivePower().Destroy();
	}
	else if (MyScene.blocks[MyCol][MyRow - 1].IsPowerActive() && MyScene.blocks[MyCol][MyRow - 1].GetActivePower().level <= deleteLevel)
	{
		//MyScene.blocks[MyCol][MyRow - 1].GetActivePower().Destroy();
	}
	
}

void Heal::Destroy()
{

}